THE GOODS:
1) BP-Ascension is now a totally independent resource from the BP core. Note the name BP-Ascension. This is a combination of Gaider/IEEAIS scripting work, and my own work. BP Rules files, and core BP scripts and features, are added in where needed. What you have here is the closest thing to the real BP experience I requested permission from Gaider to make years ago; the most "BP-style" version since the pre-weidu days. Hopefully without all the bugs we've knocked out of the package since.
![:)](http://www.shsforums.net/public/style_emoticons/default/smile.gif)
2) The "Improved" components are converted back into optional components, just the way they were in the original and in Weimer's package. They are "BP-Improved", just like the main Ascension package. Even moreso, in reality.
3) In celebration of this, I made a brand new boulder animation and icon (for those wicked Yaga-Shura fire giants). I haven't been able to view it in-game yet, so I'm not entirely sure it looks as decent as in the 3d editor. I know it can't look too much worse than the former
![:D](http://www.shsforums.net/public/style_emoticons/default/biggrin.gif)
4) The famed BP Series is now officially a component of the BP package. It naturally will require the BP core, to work properly, and is set up to not install without it.
5) Various code cleanups, minor by comparison with some of Miloch's upcoming workings. Aimed at giving the mega-modders less reasons to hiccup on an install. Hopefully it helps; I didn't see any issues in the IDS and 2DA I checked after a moderate mega-install.
6) Unused drider animations causing conflicts, removed. If I ever get time to use them, I'll add them again in the new spot. End of drama...
BETA: While I gave the installer plenty of tests, and peeked at many files in the editor, I did not get to play through this much. I do not foresee problems, as I changed more install order than actual content.
UPCOMING:
The next version of BP will mostly be the work of Miloch, as he uses his Weidu expertise to help combat my sloppy old code. If I can find the time, I'd like to give the AI a 50,000-mile overhaul as well. My idea is to improve the base targetting, derandomizing it--but keeping the random element in the actual action blocks. I also got an ancient idea of Kensai Ryu's he never got to realize, a compeltely different type of random experience, that I might throw at you in a couple key battles--just for kicks. All of this should hopefully give both the more-intelligent feel you get from the SCS AI, combined with the "not the exact same thing over and over" re-playability that BP currently offers you.
THE FILES: I no longer have access to the FTP here, and haven't for some time...so I uploaded it to the Rogue Dao Studios' FTP for now. I trust somebody with FTP access here will transfer it eventually.
BPv180a.7z